Race:Graal’thak (translates to “People” or “True Person” in their language)

Planet of Origin:Tras-Drethkarr (Translates to “Homeworld”)

Height:7-8 feet

Weight:250-400 pounds

Appearance:Bipedal, plantigrade. Six digits on each hand, the two exterior digits being opposed to the others. A thumb on each side of the hand, essentially. Long heads, large eyes. No visible noses. Teeth suitable for omnivorous nature.

Characteristics:They use something similar to Jacobson’s organ to smell. Their eyes are capable of seeing infrared and ultraviolet light, giving them excellent night vision, as they evolved from night-predators. They are swift and silent, with only slightly above average muscle mass, though they are much more agile than their appearance would seem to dictate.

History:The Graal’thak race evolved from a reptilian pack-animal native to their homeworld of Tras-Drethkarr (Tras for short). As they evolved and began taking over their planet, the pack mentality became more and more important. Before long, it coalasced into a sort of group consciousness, or hive mind. United as they never could have been before, the True People began a new wave of expansion, dominating their world in a spectacularly short time. Their world conquered, they began to reach for the stars.

Culture:All things are done for the greater glory of the True People. There is minimal interest in art or decoration. All their structures have a distinctly utilitarian feel. Anyone who is sufficiently undisturbed by a race of lizardmen who share a collective consciousness is bound to be disappointed by their lack of aesthetic consideration.

The population is equally at home in cities, mines, caves, or hills, and are adept at adapting to their environments.

Despite their fierce appearance and somewhat disgruntled nature, the Graal’thak are more curious than bloodthirsty, and are not as quick to do battle as many would think, though when the time comes to fight, they can be counted on to fight tooth and nail for the Hive.

Race:Graal’thak (translates to “People” or “True Person” in their language)

Planet of Origin:Tras-Drethkarr (Translates to “Homeworld”)

History:The Graal’thak race evolved from a reptilian pack-animal native to their homeworld of Tras-Drethkarr (Tras for short). As they evolved and began taking over their planet, the pack mentality became more and more important. Before long, it coalasced into a sort of group consciousness, or hive mind. United as they never could have been before, the True People began a new wave of expansion, dominating their world in a spectacularly short time. Their world conquered, they began to reach for the stars.

I'm curious about the mechanics of the hive mind.

Is it telepathic or is the group coordination based on sounds/gestures?

If it's telepathic, what's the range?

I'm wondering how they react to being separated by the main body for a length of time.

Is it telepathic or is the group coordination based on sounds/gestures?

If it's telepathic, what's the range?

I'm wondering how they react to being separated by the main body for a length of time.

Is there a critical mass number that's needed for them to function?

This is the effect in game: ___ Hivemind (15 SP) no pop upkeep figured; not normally subject to any form of civil unrest; +30% against hostile espionage attempts; 100% retreat level for all ground units; ground units cannot surrender; colonies cannot be conquered but only exterminated or driven into the hills and have a -10% to all RP's spent on Tech Levels. Cannot make use of Commanders or training levels other than trained.

But as to their background, I see it operating in pods. By that I mean each individual is self-aware, but when in the presence of others they gain a bonus to their intellect. But it is limited in scope and ability. The most they can have in a 'network' is 500 individuals, which is why their battalions are 500 individuals, and the departments in their Capital Ships, aka engineering etc. etc., are no larger than 500. So their Mega-Cap Ships will prolly have more than one engineering department.

But if you are looking to make a hivemind like in the Starfire books and games you are gonna need to take further Species advantages that Hivemind opens up.

This is the effect in game: ___ Hivemind (15 SP) no pop upkeep figured; not normally subject to any form of civil unrest; +30% against hostile espionage attempts; 100% retreat level for all ground units; ground units cannot surrender; colonies cannot be conquered but only exterminated or driven into the hills and have a -10% to all RP's spent on Tech Levels. Cannot make use of Commanders or training levels other than trained.

But as to their background, I see it operating in pods. By that I mean each individual is self-aware, but when in the presence of others they gain a bonus to their intellect. But it is limited in scope and ability. The most they can have in a 'network' is 500 individuals, which is why their battalions are 500 individuals, and the departments in their Capital Ships, aka engineering etc. etc., are no larger than 500. So their Mega-Cap Ships will prolly have more than one engineering department.

But if you are looking to make a hivemind like in the Starfire books and games you are gonna need to take further Species advantages that Hivemind opens up.

Cool!

So, at this level, the hive mind is more like an ant like total "sacrifice for the species/community" mentality rather than a single mind with multiple bodies.